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Chapter 96 - Chapter 96: Elemental Affinity

Along the way, the guards and adventurers took the initiative to clear a path, not even daring to meet Anser's eyes. The impact of that battle had already begun to show.

What did it mean to take down a flying dragon in aerial combat?

Three flying dragons and one half-dragon had come to rescue someone. Not only did they fail, they had nearly lost one of their own, and in the end could only "flee in disarray."

At least, that was the scene most of the onlookers saw.

Anser entered Leomund's Tiny Hut alone, leaving the other matters to Bratt and the others.

Baron did not bring up the matter of signing a magical contract again. He invited Bratt to deal with that flying dragon together and, incidentally, retrieved the contract.

Giant Tail used Anser's adamantine dagger to dismember the half-dragon. It sounded somewhat cruel, but dragonhide, dragon blood, and dragon claws were all valuable materials.

The armor, weapons, and other personal belongings on the half-dragon also appeared far from ordinary.

After all, there was no such thing as a poor dragon—even a half-dragon.

Anser took a blanket from his backpack, spread it on the ground, and then lay down comfortably on it.

With another wave of his hand, he made Leomund's Tiny Hut semi-transparent and changed the dome into a starry sky.

'That's much better.' He let out a comfortable breath. 'Level up!'

His consciousness sank into his mind. The silver die turned slightly, and upgrade options popped up:

[Increase Sorcerer level or choose a new class.]

'Increase Sorcerer level.'

[Level Up: Level 6 Sorcerer!]

[You gain a Draconic Bloodline feature: Elemental Affinity.]

[Your True Dragon Power increases: Gold Dragon Power +1, Silver Dragon Power +1.]

[You can learn one new spell, as well as one Evocation spell.]

[You gain one new Feat, as well as one Metamagic ability.]

A series of prompts appeared one after another, and the corners of Anser's mouth could not stop lifting.

He added ability scores first. He tried to assign True Dragon Power to Charisma, only to find it still did not work. This time, he completely gave up.

The True Dragon Power gained at the current stage should probably be called Wyrmling Power; 20 was already the attribute cap.

'Then I'll put it all into Constitution to improve related saving throws, resistances, and Hit Points.'

Constitution usually went unnoticed, but when it truly mattered, it was a matter of life and death.

A spellcaster's concentration mainly relied on Constitution; the higher the Constitution, the harder it was to interrupt concentration.

Then he opened "Elemental Affinity." This was an ability he had long been looking forward to.

[Elemental Affinity]: You gain powerful affinity with the cold and fire elements, as well as related resistances.

When you cast cold and fire spells, you deal stronger spell damage, equal to your Charisma modifier.

'So this is… "Charisma adds to damage"!'

This was very similar to a Wizard's Empowered Evocation, but it was limited to cold and fire damage: the higher your casting ability score, the higher your spell damage.

His cold spells were icy to the bone, the temperature extremely low!

His fire spells were searing beyond compare, so hot they could melt metal and scorch stone!

Take Ray of Frost as an example. Its original damage was 1d8. An elite spellcaster dealt 2d8 (2–16). In Anser's hands, it became 7–21 points. Factoring in the "Magic Power Control" damage roll +1, that was 9–23 points of cold damage.

The peak damage that novice spellcasters could not produce was merely his floor.

Next came the two spells.

Although the 3rd-level Evocation spells were available on the full spell list, the choices were few. He already had Fireball and Metamagic—Transmuted Spell, which was enough to handle most situations.

After thinking it over, he chose "Aura of Vitality."

This was a spell that only Clerics, Paladins, and Druids could learn. After casting it, it radiated an aura with a 9-meter radius, restoring 2d6 (2–12) Hit Points to one creature in the area every six seconds. Its base duration was 1 minute.

This was a healing spell—useful for saving teammates and saving himself alike.

The key point was that it also saved money. Healing potions were getting more and more expensive, and he did not know alchemy; he simply could not afford to keep drinking them.

For the second spell, he chose the abjuration spell "Counterspell." This was practically a must-learn spell for spellcasters, because a spellcaster's greatest enemy was always other spellcasters.

This spell was cast as a reaction, instantly. As long as you could see a creature casting a spell, you could attempt to interrupt it with Counterspell. If the target failed their Constitution saving throw, the spell would dissipate and have no effect.

However, it demanded very precise timing, and it was almost impossible to counter spells that had no verbal, somatic, or material components.

With the Weave currently in turmoil, there were not many situations where this spell could be applied—but do not forget: in the shadows, there was still a group of blue-robed lunatics hunting Sorcerers everywhere.

In short, better safe than sorry.

There were far more options for the Feat. Regrettably, all the Dragonmark Feats had turned gray and were unavailable. The only one still lit up was called "Greater Mark of Storm," and its effect was not particularly good.

This was also within Anser's expectations. Each creature could only have one Dragonmark; perhaps different Dragonmarks conflicted with each other.

After a long time choosing, he selected "War Caster."

[War Caster]: General Feat.

You gain the following benefits:

Ability Score Increase: Your Intelligence, Wisdom, or Charisma increases by 1, to a maximum of 20.

Concentration: You are battle-hardened. You have advantage on Constitution saving throws you make to maintain concentration.

Spell Response: When a creature provokes your opportunity attack by leaving your reach, you can use your reaction to cast a single-target spell on that creature.

Flexible Casting: As a qualified War Caster, your spellcasting movements have been tempered through countless battles and are no longer bound by rigid forms.

You can reduce, or even eliminate, a spell's somatic components. Even if you are holding weapons and a shield in both hands, you can still meet the spellcasting requirements.

This Feat can be called a divine technique for spellcasters; its core revolves around "concentration."

There are many spells that require concentration, and their effects are generally very powerful. Once concentration is "broken," the consequences can be extremely severe.

For example, in today's battle, Anser maintained Fear in midair. Without Wind Elemental Essence or if he had been interrupted by an attack, landing atop a wyvern would have been courting disaster; a single strike from its venomous stinger could have severely wounded him.

Because the stinger relied on poison, even if the Royal Butterfly Cloak had teleported him away in time, it would have been useless.

Aerial combat was truly too difficult. Even now, just thinking about it felt thrilling.

"Spell Response" and "Flexible Casting" were also very useful; both could reduce casting time.

Most spells required somatic components, jokingly referred to as "spell hand seals." They were crucial for constructing spells and channeling Magic Power. Not only did they consume time, they also made it difficult to hold anything in hand.

The floating follow effect of "Elemental Orb" might seem useless, but in fact it was a rare property. It freed both hands and indirectly increased casting speed slightly.

Even so, in most situations Anser still cast spells with empty hands.

After becoming a "War Caster," he could completely cast spells while carrying a shield—both defensive and violent at the same time.

For the final Metamagic Feat, he chose "Extended Spell."

Extended Spell: When you cast a spell with a duration of 1 minute or longer, you can expend 1 sorcery point to double its duration, up to a maximum of 24 hours.

If a spell extended by you requires concentration, you have advantage on the related saving throws while maintaining concentration on that spell.

It not only extended duration but also guarded against accidents. Combined with War Caster and high Constitution, it greatly strengthened his spellcasting ability under extreme conditions—such as aerial combat, naval combat, mounted combat…

[Spells: Aura of Vitality, Counterspell; Feat: War Caster (Wisdom +1); Metamagic: Extended Spell. Confirm?]

'Confirm!'

Vast Magic Power poured into Leomund's Tiny Hut, forming rings of spiraling currents that resonated with Anser's innate magic, surging without cease.

The wind howled louder and louder, continuously circling the hut, as if a tornado were about to form.

The surrounding civilians were filled with panic and fled elsewhere, afraid of being caught in it.

At a certain moment, the storm dissipated without warning, as though nothing had happened.

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